#ifdef FSHIGHPRECISION
precision highp float;
#else
precision mediump float;
#endif

uniform float u_Intensity;
uniform float u_AlphaBlending;
uniform samplerCube u_CubeTexture;

varying vec3 v_Texcoord;


void main()
{	
  gl_FragColor=vec4(textureCube(u_CubeTexture, v_Texcoord).rgb*u_Intensity,u_AlphaBlending);
}

